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General Tabletop Discussion
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Which 3.0/3.5 Prestige classes would make good 5e subclasses? (+)
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<blockquote data-quote="J-H" data-source="post: 9617697" data-attributes="member: 7020951"><p><strong>PrCs</strong></p><p>Arachnomancer/Verminlord: Wizard or Sorcerer, gets powers to talk to vermin, swarm controls, and buffs to their bug-based spells plus a couple of 1/day "spells".</p><p></p><p>Arcane transformation: Green Star Adept/Acolyte of the Skin/etc. Sorc subclass where the main features are taking on more aspects of your power source beyond just "you get free Mage Armor and +1hp/level."</p><p></p><p>Bear Warrior is about 70% covered by Beast Barbarian since base stat increases don't matter so much.</p><p></p><p>We don't have any real psionics, so Psionic Fist and the related psion PrCs are out.</p><p></p><p>Force Missile Mage, where you get upcasting options that add riders to your magic missiles and a buff to Mage Armor, Shield, and Bigby's Hand. Still not sure this can be good.</p><p></p><p>Runescarred Berserker:</p><p>[spoiler=I have this one ready]</p><p>Features:</p><p>Level 3 </p><p>Runic casting: You may ritually scar your skin with magical patterns called Rune Scars. You may activate a Rune Scar as a bonus action to cast a spell upon yourself, even while you are raging. Activating the Rune Scar requires only an effort of will; no verbal, somatic, or material components are required. Each Rune Scar may be activated once per long rest. If you wish to cast the same spell twice in one day, you must have selected it twice. Some Rune Scar spells require Concentration. You may mantain concentration on these hile raging. If your Rune Scar spell requires a saving throw, the save DC is 8 + your Proficiency bonus + your Constitution modifier.</p><p></p><p>You may take the time to remove, bandage, and replace an existing Rune Scar with a new one of the same level upon level up.</p><p></p><p>You gain proficiency in your choice of either the Arcana or Religion skill.</p><p></p><p>Spells available at level 3: (choose two)</p><p>Cure Wounds</p><p>Darkvision</p><p>Divine Favor</p><p>Earth Tremor</p><p>Protection From Evil & Good</p><p>Spider Climb</p><p></p><p>Treat these spells as cast from a second level spell slot for purposes of upcasting and dispellation.</p><p></p><p>Level 6: (choose two)</p><p>Alter Self</p><p>Enhance Ability</p><p>Invisibility</p><p>See Invisibility</p><p>Warding Wind</p><p></p><p>Treat these spells as cast from a third level spell slot for purposes of upcasting and dispellation.</p><p>You may now activate a Rune Scar as part of the bonus action you take to enter your rage.</p><p></p><p>Level 10: (choose two)</p><p>Blink</p><p>Fly</p><p>Haste</p><p>Death Ward</p><p>Thunder Step</p><p></p><p>Treat these spells as cast from a fifth level spell slot for purposes of upcasting and dispellation.</p><p></p><p></p><p>Level 14: (choose two)</p><p>Antimagic Field</p><p>Heal</p><p>Investiture of Flame, Ice, Stone, or Wind</p><p>Mind Blank</p><p>True Seeing</p><p></p><p>Treat these spells as cast from an eighth level spell slot for purposes of upcasting and dispellation.</p><p>[/spoiler]</p><p>A level 20 Runescarred Berserker NPC was successfully able to duel a 15th level sorcerer/Adult Silver Dragon solo in a game I'm wrapping up. It was close, but shutting down spellcasting is pretty great for a martial.</p><p></p><p>Luckmancer/Luckstealer: Why isn't there a rogue class that plays with fate? So far the max luckmancy you can do is a halfling diviner with Bountiful Luck and the Lucky feat. Most of the rogue's power is in the chassis, not the subclass anyway.</p><p></p><p>Master thrower, for the bouncing shot and similar abilities. It'll be better than Arcane Archer.</p><p></p><p>Juggernaut (originally warforged, but expand to barbarians): Better knockdown, add an overrun ability, enhanced Charge ability, size increase, crit immunity. Possibly covered by Giants barbarian.</p><p></p><p>Stonelord: Originally a Martial PRC (I saw it mostly for fighters) that was almost good, but too limited. Slow self-healing, and you acquire a set of spells over time including meld into stone, summon earth elemental, stone shape, and earthquake. Some of the spells are too high to replicate with Eldritch Knight, and I'd probably want to add some free riders when dealing with enemies standing on the ground. This is still possibly too niche. You could even make it a barbarian subclass with earth magic. </p><p></p><p><strong>Base Classes</strong></p><p>Dragon Shaman - an auramancer focused around AOE damage. This would probably need to be a base class.</p></blockquote><p></p>
[QUOTE="J-H, post: 9617697, member: 7020951"] [B]PrCs[/B] Arachnomancer/Verminlord: Wizard or Sorcerer, gets powers to talk to vermin, swarm controls, and buffs to their bug-based spells plus a couple of 1/day "spells". Arcane transformation: Green Star Adept/Acolyte of the Skin/etc. Sorc subclass where the main features are taking on more aspects of your power source beyond just "you get free Mage Armor and +1hp/level." Bear Warrior is about 70% covered by Beast Barbarian since base stat increases don't matter so much. We don't have any real psionics, so Psionic Fist and the related psion PrCs are out. Force Missile Mage, where you get upcasting options that add riders to your magic missiles and a buff to Mage Armor, Shield, and Bigby's Hand. Still not sure this can be good. Runescarred Berserker: [spoiler=I have this one ready] Features: Level 3 Runic casting: You may ritually scar your skin with magical patterns called Rune Scars. You may activate a Rune Scar as a bonus action to cast a spell upon yourself, even while you are raging. Activating the Rune Scar requires only an effort of will; no verbal, somatic, or material components are required. Each Rune Scar may be activated once per long rest. If you wish to cast the same spell twice in one day, you must have selected it twice. Some Rune Scar spells require Concentration. You may mantain concentration on these hile raging. If your Rune Scar spell requires a saving throw, the save DC is 8 + your Proficiency bonus + your Constitution modifier. You may take the time to remove, bandage, and replace an existing Rune Scar with a new one of the same level upon level up. You gain proficiency in your choice of either the Arcana or Religion skill. Spells available at level 3: (choose two) Cure Wounds Darkvision Divine Favor Earth Tremor Protection From Evil & Good Spider Climb Treat these spells as cast from a second level spell slot for purposes of upcasting and dispellation. Level 6: (choose two) Alter Self Enhance Ability Invisibility See Invisibility Warding Wind Treat these spells as cast from a third level spell slot for purposes of upcasting and dispellation. You may now activate a Rune Scar as part of the bonus action you take to enter your rage. Level 10: (choose two) Blink Fly Haste Death Ward Thunder Step Treat these spells as cast from a fifth level spell slot for purposes of upcasting and dispellation. Level 14: (choose two) Antimagic Field Heal Investiture of Flame, Ice, Stone, or Wind Mind Blank True Seeing Treat these spells as cast from an eighth level spell slot for purposes of upcasting and dispellation. [/spoiler] A level 20 Runescarred Berserker NPC was successfully able to duel a 15th level sorcerer/Adult Silver Dragon solo in a game I'm wrapping up. It was close, but shutting down spellcasting is pretty great for a martial. Luckmancer/Luckstealer: Why isn't there a rogue class that plays with fate? So far the max luckmancy you can do is a halfling diviner with Bountiful Luck and the Lucky feat. Most of the rogue's power is in the chassis, not the subclass anyway. Master thrower, for the bouncing shot and similar abilities. It'll be better than Arcane Archer. Juggernaut (originally warforged, but expand to barbarians): Better knockdown, add an overrun ability, enhanced Charge ability, size increase, crit immunity. Possibly covered by Giants barbarian. Stonelord: Originally a Martial PRC (I saw it mostly for fighters) that was almost good, but too limited. Slow self-healing, and you acquire a set of spells over time including meld into stone, summon earth elemental, stone shape, and earthquake. Some of the spells are too high to replicate with Eldritch Knight, and I'd probably want to add some free riders when dealing with enemies standing on the ground. This is still possibly too niche. You could even make it a barbarian subclass with earth magic. [B]Base Classes[/B] Dragon Shaman - an auramancer focused around AOE damage. This would probably need to be a base class. [/QUOTE]
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Which 3.0/3.5 Prestige classes would make good 5e subclasses? (+)
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